Make Your FF Change Suggestions Here!


Arcanaville

 

Posted

UPDATED - Please read below the "Intro" section for the latest up to date suggestions list.
Intro

This is going to sound like it's coming out of nowhere, but I wanted to get this out there so it can be quoted in the future.

Castle regarding making changes to the way a power works.

Tundara said:[ QUOTE ]Thanks for the Blaster Perspective! I must say though that Castle has said that no matter what the Sleep is staying. It's a Dev policy not to change the core use of a power once it is live. It is a policy I firmly agree with as there will be people out there that do like and use FA for it's sleep. So FA will maintain it's sleep ability, but could see other uses or changes of functionality. All suggestions that might be considered therefor need to keep the Sleep.

=. .= [/ QUOTE ]Aisynia Said:[ QUOTE ]Well, we could always ask him to come over and speak up.[/ QUOTE ]Castle Said:[ QUOTE ]He'd never listen. The guys a twerp. Seriously, it *is* a good policy -- it provides structure within which to do things. Without structure, there's chaos. How would you like it if tomorrow you logged in and, say, Build Up now built a small cottage at your chosen location, instead of adding to your damage? It's a silly example, admittedly, but it's to prevent such wholesale changes from happening. I *could* overturn it, in specific cases, if it were truly needed, but in the case being discussed here, it is not truly needed. There are MANY options that have been discussed that do not involve changing the core use of the power. [/ QUOTE ]In this case, it was a power in /Ice Melee, but the quote proves the policy exists.

We can have all of our fantasies of pie-in-the-sky changes to Force Bubble or Repulsion Bomb. Make it do this, make it do that, make it construct a cottage that protects your team. But the devs won't fundamentally change the way a power works unless its BROKEN.


And Force Bubble is FAR from broken.
And Repulsion Bomb may be a kind of sucky power, but it still does what it says it does. It's just not AS useful as the others most of the time.

So the more constructive talk, as I've been saying in the past over and over, will be in "tweaks" to the powers. That is what is most likely to draw the devs' attentions and possibly see some real action on the set.

Can we now finally start a serious discussion on "tweaks" to the powerset?


__________________________________________________ _____________






UPDATED NEW Consolidated List of FF Change Suggestions
As of 11/30/09

These suggestions are in order of their appearance in the thread. All suggestions listed so far in the thread have been added here, whether I agree with them or not.

Newest additions from previous version noted in Pea Soup Green!

General Requests
  • Add a Defense DeBuff somewhere.
  • Give us a way to add to the team's damage.
  • Suggested power: Force Wall, a placeable "wall" of force that cannot be passed, suggested 40 foot length.
  • Add "movement powers" to the set, like Kinetics has, justified as us giving ourselves and teammates "low friction".
  • Add more contextually-sensitive elements to environments that activate for various effects under various conditions. Similar to dynamite or light-able oil-slicks that already exist in-game.
  • Add a "combo system" to the powerset that would give team buffs or enemy debuffs depending on in what order powers were used.
Power Specific

Personal Force Field:
  • Allow slotting for +Res
  • Allow the field to be "suppressed", allowing the bubbler to fire through it with either a loss of defense or with a severe defense and/or resistance penalty
  • Allow the user to affect allies while in the field
Deflection and Insulation Shields:
  • Switch the Defense percentages between Dispersion Bubble and Insulation and Deflection Shields
  • Make them into PBAoE auras (Similar to Masterminds' Upgrade Buffs)
  • Add +Recovery to Insulation Shield
  • Prevent stacking from same characters on zoning and make them last 15 minutes or until zoning
  • Speed up the cast times
  • Allow to be used on the Defender
Dispersion Bubble:
  • Replace the sleep weakness with an immobilize weakness
  • Add +Recovery to all allies
  • Increase the size to the same as Force Bubble, or switch their sizes
  • Add some defense debuff resistance
Force Bolt:
  • Add a low percentage chance to disorient, or a minor disorient
  • Increase the toggle dropping ability
  • Increase the knockback magnitude
  • Add -Damage or -Resistance
  • Add more damage to the power
  • Add an immobilize component against AVs/EBs/GMs only
  • Give it a 25-30 damage base
  • Increase the chance to detoggle (PvP)
  • Add Knockback Mag Resistance DeBuff to enemies hit with it
Detention Field:
  • Add a short-term placate effect to anyone that tries to attack the enemy that's detained
  • Change to a timed toggle power so that it can be turned off at will but is forced off if left on too long (similar to Phase Shift)
  • Change the graphic to where its super super obvious that thing has been detained. (Rendered somewhat moot now with the ability to color it whatever you want. YAY!)
  • Add a power icon to the bubbler's status window to show when the field is about to lift
  • Make the target of the field unable untargettable by anyone (possibly until 5 seconds before the power deactivate)
  • Make the detained target unable to affect itself as well
  • Add -Regen to the detained target
  • Allow it to target enemies or allies
  • Make Cold, Fire, Energy, and Neg. Energy attacks directed at the detained target become small radius AoEs of the same damage type - a splash effect
  • Change to a Mag 4 Sleep
  • Allow player attacks to "move" the detained target even if they do no damage
  • Change to an immobilize and adds -Accuracy to the enemy
  • Make into a targettable AoE
  • Make into a "reverse Personal Force Field". The enemy has high Defense and Damage Resistance but can't attack
  • Add damage to the Detained enemy while it's inside the field
  • Increase the immobilize magnitude and add -teleport
  • Reduce duration and recharge, and allow us to slot it for duration
  • Change to a toggle that has an increasing endurance cost to maintain
  • Allow it to take hold duration enhancers
Repulsion Field :
  • Increase the endurance cost per hit and increase the "pulse" rate of the knockback pulses, or change the pulse rate the the same as that of Repel in Kinetics
  • Add a knockback magnitude modifier that is based on the radius distance away from the PBAoE; the closer to the center of the PBAoE the higher the magnitude of the KB
  • Either increase the magnitude to make it more powerful or decrease it to make it knockdown
  • Add a small percent chance to disorient or a +Slow effect to enemies
  • Add a "negative Power Boost" effect: reduces all enemy effects i.e. mez durations, defense buffs, heals, etc
  • Give it a larger radius but decrease the pulse rate
  • Alternatively, make it half the size of Dispersion Bubble and increase the knockback magnitude
  • Change it to a PBAoE click power that disorients and knocks back all foes
  • Change into a Defender version of Bonfire: It would be a placeable AoE knockback object
  • Change it into a pet that follows you and has it's own PBAoE Repel ability
  • Give it a 25-30 damage base, and add a ToHit check
  • Add +Resistance to the user
  • Add a chance to stun
Repulsion Bomb:
  • Decrease the animation and/or cast time SUBSTANTIALLY
  • Increase the chance to stun substantially, or change the knockback into knockdown. (We DID IT! YAY!)
  • Increase the damage the power does to that of a tier 1 blast. (We DID IT! YAY!)
  • Change it to an AoE or cone version of Force Bolt
  • Change into a Defender version of Bonfire: It would be a placeable AoE knockback object
  • Add a -Defense, -Resistance or -Regen
  • Change it back to ally-targeted, or fix the description in-game
  • Add a Transference effect
  • Make it a placeable AoE or targeted AoE with a "reverse knockback" effect that sucks all enemies towards it
  • Replace with a "Frostworks-Like Shield"
  • Change to a single target ranged 100% chance of Stun power
  • Change it to be exactly like "the old Nemesis Staff"
Force Bubble:
  • Increase the chance of knockdown/back
  • Make it give +10% Resistance to all, or 5-10% Defense bonus to the FFer
  • Make it the same radius as Dispersion, or switch the radii of the two powers
  • Increase the magnitude of the Repel effect and/or add a +Slow component to the power
  • Reduce the endurance cost or the recharge
  • Change to a -Damage, -Speed, -Recharge, -Accuracy, -ToHit, or -Resistance aura. (Pick and choose your DeBuffs)
  • Add a +ToHit or +Damage, +Regen or +Recovery to allies. (Pick and choose your Buffs)
  • Make it exactly like Hurricane
  • Change to a 30 second click power instead of a toggle
  • Give all allies within +perception
  • Make mobs "stick" to the edge of the power
  • Make force bubble into two bubbles: Inner bubble same size as dispersion and act as FB does now, outside bubble would be the same size as FB is now, but does KD instead of repel
  • Similar to the previous suggestion but: an inner bubble that pushes out, and an outer bubble that pushes in
  • Allow the power to take knockback or other IO sets
All similar or identical suggestions were removed.

Please consider the following guidelines with your future suggestions:
  • No Cottages: The smaller the change, the more likely it is to become reality.
  • Maintain the Theme: Force Fields is known best for damage mitigation, it is also known for Knockback, Repel, and "Phasing".
  • Equivalent Exchange: For balance reasons, it's easier to give something up to get something. No free lunches unless something is vastly underpowered.

Please feel free to post your future suggestions here. I will offer no negative criticisms of them. That's for the Devs and other players to do.


 

Posted

[ QUOTE ]
Can we now finally start a serious discussion on "tweaks" to the powerset?

[/ QUOTE ]

FF is more than fine. Please step away from the power set.

Yes, your idea of discussing it is fine and fair, but I really don't see anything coming from it that does more good than harm.


 

Posted

[ QUOTE ]
Can we now finally start a serious discussion on "tweaks" to the powerset?

[/ QUOTE ]

One can always hope.

Here are a couple of tweaks that I could think of:

1) Switch the defense percentages between Dispersion and the Small Bubbles. Gives the defender better protection, doesn't change the total defense FF provides, and provides a little more incentive for teammates to stick closer to the defender.

2) Repulsion Bomb: Decrease the cast time to bring it inline with the rest of the powers, which according to Mids is around 2 secs. Would also like to see its stun effect increased to Mag 3 but that might require a trade off in either the duration of the stun or the power recharge.

3) Force Bubble: Increase the chance of knocking someone down. Would be nice if it provided a non-enhanceable 10% RES to all, but somehow I don't think that would qualify as a tweak.


Synergy Lvl 50 Def FF/Electric/Psy - Protector

Cimarron - Protector Mascot
My DA Page

 

Posted

Keep in mind that the devs also follow the alchemical rule of "equivalent exchange". You can't get something without giving something up. Here is what I think. The whole idea that Defenders Buff and DeBuff and Controllers "control" more is proven as pure BS with two simple words: Dark Miasma. It's basically a CONTROL set with a few buffs and debuffs. But Controllers don't have access to it! With that said, I'd love to see ForceFields move more in that direction. We are already more "controllery" with our massive knockback, repel and phasing powers. I say that we add a few tweaks here and there to make it moreso.

These changes are all for the Defender version of the set, I think the rest are fine as-is. I LIKE seeing a little more differentiation between the sets for different archetypes.

Personal Force Field, Deflection Shield, Insulation Shield, and Dispersion Bubble - Either leave alone or *gasp!* reduce their defense SLIGHTY to help "compensate" for the other changes I will suggest.

Force Bolt - Add a low percentage chance (10-20%) to disorient knockback resistant mobs. If Force Bolt can't knock back an AV, at least getting hit in the FACE with a Force Bolt, should have a CHANCE to stun them for a few seconds. It makes us more viable as an asset against AVs, a common FF gripe.

Detention Field - It already work just fine for what it does, but what WOULD be nice is adding a type of "placate" effect to anyone that tries to attack the enemy that's Detained. My macro can only do so much to tell my dumber teammates to not attack it, and my Force-Bolt trick doesn't stop them from attacking the enemy if they REALLY want to chase it down. If the Field emitted a short term (5 second) Placate effect on anyone attacking it, it would cause the next attempted attack to target a different enemy automatically. I think saving alot of time and aggravation. It's more of a "red flag" for the power.

Repulsion Field - Increase the endurance cost per hit SUBSTANTIALLY (to prevent abuse of the power) but increase the "pulse" rate of the knockback pulses so that an FF Defender can choose to NEVER be hit by an enemy that's not knockback resistant. I love the power, but if the enemy can one-shot you with that single swipe he can get off, it makes the field useless in some cases. Let it be our "ultimate personal defense" power so that we're not totally the LEAST defended member of the team.

Repulsion Bomb - SHORTEN the animation time back to what it used to be so it's FAST, increase the chance to disorient and increase the recharge time ALOT. As a tier 8 power, this should be a power that we can use ALL the time to Bomb things with a HARD hit. I think if we can only use it once every 2 or 3 minutes, it is worth that to make it REALLY useful when we can use it to really change things around, or to save a teammates life, which was the original POINT of the power. Increasing the recharge rate to a ridiculous amount would still be worth it if everyone that skipped this power in the past could use it fast and be GUARANTEED a good stun.

Force Bubble - Either leave as-is, or if you don't want to give us the changes to Repulsion Field, at least give us a 5-10% Defense bonus just to US while we're using the Force Bubble. That way the person aggro-ing the entire map at least gets a LITTLE bit more defense to protect him.

If the devs were to make all of these changes, sure, our Defense giving powers might be reduced a little, but it would make up for it in the sheer UTILITY that we get in exchange.


 

Posted

I mostly enjoy playing the FF set and believe its pretty effective at what it does. But there are a few powers that are hard to use, particularly in group play, without sometimes creating a new set of problems to replace the one you were trying to solve with the power. My changes are therefore not really that drastic or different from yours:

1. FORCE BOLT: Fine as is.

2. BIG 3 BUBBLES: Fine as is.

3. DETENTION FIELD: This skill would be highly useful if it did not confuse and annoy teammates. To deal with this we need either a means to turn it off (toggle perhaps) or some other way to discourage teammates from attacking a detained target. The placate idea seems complicated and, if I understand it correctly, might take away from people the ability to control their own chars (which always is unpopular). I think the simplest fix frankly is to change the graphic to where its super super obvious that thing has been detained. Stick the mob in side a glowing Iron Maiden or something . . . or something thats not as dorky as that but you get the idea.

4. REPULSION FIELD. Should probably leave alone. Its a situational power but Kinetics has much the same thing and seems to live with it.

5. REPULSION BOMB. The least popular power for good reason. First, its animation time needs considerable shortening to be useful. Second, it seems to me that it should either just be switched to a 100% stun (ala Dark Pit or Thunderclap) or a knockdown instead of knockback. Then it could be used in the typical group and nuke tactics of the typical PuG without driving people crazy. If this means increasing the recharge or the end cost, I could live with that in exchange for it being reliable control.

6. FORCE BUBBLE: Make it the same radius as Dispersion as its frankly too big as it is. This change alone would make it much easier to use. Adding some defense to the defender would be nice too since otherwise you pretty much have to pair it with a purple if you are trying to save the team from anything thats actually threatening. But I honestly could live with just making it smaller as this would make it a more precise tool, less likely to cause unwanted aggro, and less likely to knock things out of attack range if you do not have a corner handy.


 

Posted

The only one I disagree with is this:

[ QUOTE ]
6. FORCE BUBBLE: Make it the same radius as Dispersion as its frankly too big as it is. This change alone would make it much easier to use. Adding some defense to the defender would be nice too since otherwise you pretty much have to pair it with a purple if you are trying to save the team from anything thats actually threatening. But I honestly could live with just making it smaller as this would make it a more precise tool, less likely to cause unwanted aggro, and less likely to knock things out of attack range if you do not have a corner handy.

[/ QUOTE ]

And I'll give you the simple answer. If they were to decrease the size, enemies could EASILY "push" into the field, so it might as well not be there. Use it a few times in your own missions and you'll see what they did there. The power of the Repel effect with the SPECIFIC diameter that they put into the power means that JUST as an enemy gets close enough to you to do one attack, they get pushed back. If you decrease the size, they can get in left and right and the Bubble might as well not be there.

I know it's a really popular suggestion to decrease the size, but I don't think it's practical. I think it would actually "gimp" the power. Now if there was some way that they could increase the power of the Repel effect so that enemies COULDN'T "push" in as easily, then we might be able to make it smaller, but I just honestly don't know how hard that would be to do, if it even was possible.

I love all the other ideas though.


 

Posted

[ QUOTE ]
Force Bolt - Add a low percentage chance (10-20%) to disorient knockback resistant mobs. If Force Bolt can't knock back an AV, at least getting hit in the FACE with a Force Bolt, should have a CHANCE to stun them for a few seconds.

[/ QUOTE ]
About a 15% chance to stun an AV for a few seconds... every few seconds? Force bolt is really fast.

I personally don't care about repulsion field or bomb, and in a way like having two powers that seem more easy choices as being skippable. Efforts to make them more attractive seem fine, save where they cost us what is good with FF.
[ QUOTE ]
Detention Field - It already work just fine for what it does, but what WOULD be nice is adding a type of "placate" effect to anyone that tries to attack the enemy that's Detained. My macro can only do so much to tell my dumber teammates to not attack it

[/ QUOTE ]
Dunno what to say. If after a few encounters with the power and being directly told what it is doing, as a game designer you have to allow teammates be stupid if they so choose. Then it starts to reflect on the person who decides to stick with a team that amazingly stupid. The Det Field graphic could be reworked to be more visually distinctive though (see sonic counterpart).

Force bubble I kind of like the tradeoffs it forces in play choices being very powerful and having a lot of drawbacks already. Getting back to "stupid," imagine the hypothetical bubbler that wants it up way too much for his own personal defense bonus?

[ QUOTE ]
These changes are all for the Defender version of the set, I think the rest are fine as-is. I LIKE seeing a little more differentiation between the sets for different archetypes.

[/ QUOTE ]
Mmm, that does make it better. Still, imagine the devs would far rather have one version of each power, and the changes would end up forced onto controller FF as well. Can understand the desire for a more active style of play from the set, but if FF were really delved into I think we'd lose a LOT from the fire-and-forget side... and I'm quite worried about that personally.


 

Posted

"No major changes" doesn't mean they can't or won't add additional effects to an underperforming power. It just means that the core function of a power will never be changed.

That doesn't rule out the possibility of adding additional secondary effects to powers to make them worthwhile.


 

Posted

[ QUOTE ]
"No major changes" doesn't mean they can't or won't add additional effects to an underperforming power. It just means that the core function of a power will never be changed.

That doesn't rule out the possibility of adding additional secondary effects to powers to make them worthwhile.

[/ QUOTE ]

Yup, that's true, and if you had read a little further down, I did implement a few "secondary functions" into my suggestions.


 

Posted

[ QUOTE ]
The only one I disagree with is this:


And I'll give you the simple answer. If they were to decrease the size, enemies could EASILY "push" into the field, so it might as well not be there. Use it a few times in your own missions and you'll see what they did there. The power of the Repel effect with the SPECIFIC diameter that they put into the power means that JUST as an enemy gets close enough to you to do one attack, they get pushed back. If you decrease the size, they can get in left and right and the Bubble might as well not be there.

I know it's a really popular suggestion to decrease the size, but I don't think it's practical. I think it would actually "gimp" the power. Now if there was some way that they could increase the power of the Repel effect so that enemies COULDN'T "push" in as easily, then we might be able to make it smaller, but I just honestly don't know how hard that would be to do, if it even was possible.

I love all the other ideas though.

[/ QUOTE ]

If this is the case (and I can see that it might be) I guess I would suggest either increasing the "magnitude" (if thats the right term) of the repel or perhaps adding a slow component to achieve much the same effect. Either should allow for a more managably sized bubble. And if there are a few super fast or super repel resistant mobs that can get through -- well no power is useful against everything all the time. I truly believe a smaller bubble would be more useful though I know there are a few specific TF situations where the big bubble is handy plus it does have some WoW! factor to its size.


 

Posted

Not sure about the disorient since it kinda never happens, but maybe lower the MAG of the KB (to make less of a mess) and make it animate faster (so it can actually save someone). Seriously, with 3-4 slots in force bolt, force bolt can do all Rep Bomb can, and faster and more reliable.

I am intrigued by the upping of pulses in Rep Field.



 

Posted

[QR]

From the perspective of a lowbie FF player who's just speculating about the higher level powers...

Big 3 bubbles: No changes. I personally oppose lowering their defensive values, in order to keep the forcefield bubbles distinct from the sonic ones in mitigation strength. One of the defining differences between the sets is that FF's bubbles are better mititgation than sonic's are. I know that one is resist and one is defence, but in the end, they both prevent damage, and FF's in general do it better.

Force bolt: Please, don't touch it. The idea of a disorient is attractive, damage would be cool, but I'm scared that the devs would take something away from the power to make up for it, and it's really perfect as is. I don't want to see it lose its outstanding ability at juggling mobs, its core purpose, for some minor damage or a short disorient that would probably wear off before the mob even stands up.

Repulsion field: No experience with this, but I'm a bit leery of increasing an endurance cost which already seems to me to be quite high. Also, isn't PFF supposed to be the ultimate personal defence power?

Detention field: Again, no experience, but I plan to take it and I don't see anything wrong with it on paper. Making the graphics more obvious is an obvious thing to do if they are too easily missed.

Repulsion bomb: Up the damage to be roughly that of a 1st tier blast - about 36 at level 50, by cityofdata's system. Decrease activation time to about 1-1.5 seconds to allow more precise control of the knockback. Make the stun chance 100%. Increase the recharge to 150 seconds, and up the endurance cost to ~20. Basically, make it actually hit with some noticable oomph when you use it, at a greater cost and longer recharge. This also forces some slotting choices, since you might want to slot for stun, damage, recharge, accuracy, end reduction, or even knockback. This allows people to customize their power towards their own preferences, which I think is good. Also, if it doesn't already, allow slotting for damage, knockback, and stun with all appropriate sets.

Force bubble: Given the aggro this power draws, add some personal defence - ~10% ranged/aoe defence, unenhanceable. Right now, this power has only a 1% chance for mag .1 knockback (knockdown) checked every .25 seconds - the chance probably needs to be increased some. Also, increase the knockback magnitude to about .8, and add a ~25% movement (not recharge) slow to the power. Finally, make the power slottable for both knockback and slow (and the appropriate sets) and increase the endurance cost to about ~1.2 per second. Basically, make it useful in a wider variety of situations, allow a wider variety of slotting - end reduction, slow, even knockback if you want them flying instead of falling - but increase the cost so you have to pick your moments.

Personal force field: Perhaps allow slotting for resist, although I could easily see this being broken - +3% defence and even more knockback resist along with capped res *and* defence?

Obviously most of these are speculation, and probably shouldn't all be implemented at the same time. But I'm interested in seeing what people think of these changes.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

Personal Force Field, Deflection Shield, Insulation Shield, and Dispersion Bubble - No changes.

Force Bolt - Either add a low percentage chance to disorient targets, or increase the Toggle dropping ability while also making it work against all targets (up to and including AV's). In order to compensate for the disorient reduce the recycle period and/or increase the endurance of the power.

Detention Field - Provide a visual warning to the casting player that indicates when the power is going to deactivate. Something like making the power icon flash or pulse would work. In addition, make the subject of the DF unable to be targeted by anyone until 5 seconds before the power deactivates. That could work like a modified placate.

Repulsion Field - Increase the pulse rate of the knockback pulses. Add a knockback magnitude modifier that is based on the radius distance away from the PBAoE; the closer to the center of the PBAoE the higher the magnitude of the KB.

Repulsion Bomb - Shorten the animation time and increase the chance to disorient. The power under-performs in its current state so no trade-off should be necessary.

Force Bubble - Add a PBAoE Defense bonus to the power similar in style to Dispersion Bubble, but provide the caster with a slightly higher bonus than others recieve. This is intended to compensate for the increased Aggro the power creates for the caster. As an alternative to that add a PBAoE Damage Resistance bonus to the power.

- B.


Crey Threat Assessment: Bayne
Virtueverse: Bayne
The Defenders of Paragon

 

Posted

Muon_Neutrino, alot of good comments there. The only thing that I would add is that I don't want to see ANY damage added to the set whatsoever. The simple reason being that it is the complete OPPOSITE of the whole set's "theme", which is pure damage mitigation. Adding more damage to it would go completely against the theme of the set. I like all of your other comments though.


 

Posted

[ QUOTE ]

Detention Field - Provide a visual warning to the casting player that indicates when the power is going to deactivate. Something like making the power icon flash or pulse would work. In addition, make the subject of the DF unable to be targeted by anyone until 5 seconds before the power deactivates. That could work like a modified placate.


[/ QUOTE ]

I reall like this idea, alot. As far as the icon goes, that would be a "nice to have". Currently there IS no icon whatsoever, so all you can do is look at the giant Glass Bottle of Doom itself. An icon right up next to your Dispersion and other status icons would be a nice Quality of Life addition.

All the other ideas are okay, but I think the Repulsion Field "equation" that you suggest might be a little difficult to implement. I'm not sure how hard that would be to put in the power.


 

Posted

[ QUOTE ]
Not sure about the disorient since it kinda never happens, but maybe lower the MAG of the KB (to make less of a mess) and make it animate faster (so it can actually save someone). Seriously, with 3-4 slots in force bolt, force bolt can do all Rep Bomb can, and faster and more reliable.

[/ QUOTE ]

I would DEFINATELY like to see it changed to knockDOWN by reducing the knockback magnitude to less than 1. If they did that, they could change NOTHING ELSE about the power and I guarantee you alot more people would take it. If you had an almost guranteed knockdown power that you can use all the time? Well heck, that's almost like an AoE Hold. Almost.


 

Posted

I would reduce Force Bubble's radius to be identical with Dispersion; that way you would ensure that people still receive Dispersion's benefits even when they are at the edge of Force Bubble. A -acc to those affected by the bubble or a +def bonus to the FF'er would be gravy.

Change Repulsion Bomb's animation. Make it an AoE Force Bolt.

Repulsion Field, ugh, hate this power. I guess inrease the frequency of it's pulses.

What I'd really, really like to see is a -resistance effect added to a power. Perhaps Force Bolt & Repulsion Bomb; picture knocking back a boss and then letting RB go. Everyone would be picking themselves up and have a reduced ability to resist damage. Even a 20% debuff would be good and would tie these powers together.


 

Posted

I would just like -regen. Granted I have no idea how that could fit into the theme of the powerset...


 

Posted

[ QUOTE ]
I would just like -regen. Granted I have no idea how that could fit into the theme of the powerset...

[/ QUOTE ]

It couldn't. It just makes no sense thematically. It's a popular request though, that's for sure.


 

Posted

I agree that the set needs a bit of work, but I don't agree with all of the ideas here...

The Power Three are fine and don't need to be tweaked. They're already superior to their Sonic cousins in that they protect against status effects and debuffs (by not letting them land).

PFF is probably fine. I haven't used it much, but it served its purpose when I did.

Force Bolt IS MY PRECIOUS AND DOES NOT NEED TWEAKED. KTHNKSBYE. (Grrrr, hiss.)

Repulsion Field is actually kinda handy, if it works like the Kinetics Repel power. I haven't taken it in FF; if it's different, maybe it should be changed to match. The only major change might be making it use less Endurance.

Detention Field should also prevent the target from using abilities on itself. If nothing else, the use as a toggle drop might get people to take it. Edit: This would actually be the best place for -Regen, IMAO. As it is, it seems to be partitioning off the target from the physical universe, but I keep (mistakenly) imagining it as putting the target in stasis, which of course should prevent them from healing. Naturally, this would probably be used only against things that would resist the Intangibility effect, but "partial attempt at stasis slowing natural healing" is thematically solid.

Repulsion Bomb should work more like Bonfire. Yes, that change would probably be vetoed, but it seems (to me) a pretty obvious method of theme-maintaining improvement. Failing that, at least make the Disorient automatic.

Force Bubble could probably use to be cheaper in Endurance cost.


 

Posted

[ QUOTE ]
Force Bubble could probably use to be cheaper in Endurance cost.

[/ QUOTE ]

Ummm... it already uses LESS endurance than Dispersion Bubble!


 

Posted

<QR>

My thoughts repeated again, major and otherwise:

1) Leave the big three, plus Force Bolt and PFF alone. Working as intended.

2) For Repulsion Bomb, lower the kb mag OR increase the stun frequency. Either would help. Both would be awesome!

3) Leave Repulsion Field as is if....

4) Change Force Bubble from a KB/KD/Repel aura to a -dam, -speed, -rech aura. Make them push their way through like their moving through jello and make their damage suffer for it. It's all win here.


=^..^=. o O (Nothing to see. Just a cat.)
(_ _)~
*Recipient of a Sentai Sage thumbs up of approval.
..v
(==)b

 

Posted

My little tweak would be:

Make Repulsion Bomb target a location rather than an enemy or teammate. This gives the defender the ability to control the direction of the knockback.


 

Posted

[ QUOTE ]
4) Change Force Bubble from a KB/KD/Repel aura to a -dam, -speed, -rech aura. Make them push their way through like their moving through jello and make their damage suffer for it. It's all win here.

[/ QUOTE ]
This... I like.

Especially since the set lacks a debuff. I could even agree with reducing the bubble size to that Dispersion Bubble.